// Пересчитываем статы на основе текущего уровня и тд.
    private void CalculateStats()
    {
        if (isAlly)
        {
            int unit_lvl = GlobalData.GetInt(UnitClass);
            Damage    = ClassicDifficultSystem.CalculateAllyStats(Damage, unit_lvl);
            MaxHealth = ClassicDifficultSystem.CalculateAllyStats(MaxHealth, unit_lvl);
            Health    = MaxHealth;

            // Если юнит тинкер, записываем турель
            if (UnitClass == "Tinker")
            {
                turret = unit_wrapper.transform.GetChild(1).gameObject;
            }
        }
        else
        {
            if (ArenaManager.instance.isArenaOn)
            {
                //value* Mathf.Pow(wave_num + 10, 1.01f) * 0.085f;
                Damage    *= (Mathf.Pow(ArenaManager.instance.wave_num + 10, 1.01f) * 0.095f) * 0.7f;
                MaxHealth *= Mathf.Pow(ArenaManager.instance.wave_num + 10, 1.01f) * 0.095f;
                Health     = MaxHealth;
            }
            else
            {
                Damage    = ClassicDifficultSystem.CalculateEnemyStats(Damage) * 0.7f;
                MaxHealth = ClassicDifficultSystem.CalculateEnemyStats(MaxHealth);
                Health    = MaxHealth;
            }
        }
    }
 // Возвраем статы юнита
 private int GetStats(bool isHP, int lvl)
 {
     if (isHP)
     {
         return((int)ClassicDifficultSystem.CalculateAllyStatsGuild(units_stats.GetUnitHP(ChoosedUnit), lvl));
     }
     else
     {
         return((int)ClassicDifficultSystem.CalculateAllyStatsGuild(units_stats.GetUnitDMG(ChoosedUnit), lvl));
     }
 }